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So far, every dungeon looks exactly the same layout-wise. I noticed that the Magnagate dungeons all had the same basic maps, just an arrangement of about 6 different rooms and 3 different tunnels connecting them, but I didn't think that same exact pattern would translate into the actual gameplay. I really hope we get some more variety in room types, because so far the only thing separating dungeons from each other are the aesthetic details and the kinda lame outdoor sections...

And to make it so that this whole post isn't a rant... I did enjoy the conclusion to the Gurrdurr/Scrafty storyline.

- No Team Ranks
- Partner Pokemon easily lose track of you and wander off, even in tight corridors
- The game throws a Level 20 High-Tier Pokemon to you for free
- You can't do more than 1 mission at a time
- Mission rewards are very poor, due mainly to Team Ranks being gone
- Shared EXP, even among members not in the dungeon, reducing grinding and replayability
- Text Speed is still just as bad as it was in the demo
- Game forces you into the Nickname screen every time you recruit a new member
- Recruitment Rates greatly increased, removing the grind to gather new partners
- Story Dungeons broken up by "Press This To Progress" environmental "puzzles"
- One, fun looking Boss Battle was ruined and made too easy by half the current cast showing up to help
- Multiple shops that all sell similar items, making you run around the whole town between missions
- The level's grid is hard to figure out without turning the grid itself on permanently (Do NOT try doing through a dungeon with the Circle Pad... you'll fly all over the place)
- No water or abyss portions yet, and the Litwick I've encountered have not been able to go through walls (mechanics taken away, or possibly I just haven't seen them yet)

On the opposite end of the spectrum...

+ Move Levels increase a Move's PP, fixing one of the previous title's issues
+ Team Attack is useful for clearing out annoyingly crowded rooms
+ Dungeon Generation is getting better as I progress
+ Characters are still lively and personable
+ The difficulty is still very much there

- Partner Pokemon easily lose track of you and wander off, even in tight corridors

I agree on this being annoying.

- The game throws a Level 20 High-Tier Pokemon to you for free
- You can't do more than 1 mission at a time
- Mission rewards are very poor, due mainly to Team Ranks being gone

This changes later.

- Shared EXP, even among members not in the dungeon, reducing grinding and replayability
...Grinding is a good thing?

- Text Speed is still just as bad as it was in the demo
- Game forces you into the Nickname screen every time you recruit a new member
- Recruitment Rates greatly increased, removing the grind to gather new partners

Once again... Grinding is a good thing?

- Story Dungeons broken up by "Press This To Progress" environmental "puzzles"
- One, fun looking Boss Battle was ruined and made too easy by half the current cast showing up to help
- Multiple shops that all sell similar items, making you run around the whole town between missions

You can open specialty shops in the paradise.

- The level's grid is hard to figure out without turning the grid itself on permanently (Do NOT try doing through a dungeon with the Circle Pad... you'll fly all over the place)
- No water or abyss portions yet, and the Litwick I've encountered have not been able to go through walls (mechanics taken away, or possibly I just haven't seen them yet)

On the opposite end of the spectrum...

+ Move Levels increase a Move's PP, fixing one of the previous title's issues
+ Team Attack is useful for clearing out annoyingly crowded rooms
+ Dungeon Generation is getting better as I progress
+ Characters are still lively and personable
+ The difficulty is still very much there

These are my observations from the past couple of hours.

Remarks in bold.

On a separate note, I purchased the Skill Treasury DLC mostly for the purpose of getting early access to Deino. Hustle makes it hit ridiculously hard (Gets critical hits of over 100 damage on similarly leveled Pokemon), but I hope there's a way to work around the accuracy penalty it gives.

I also learned the hard way that the easy methods of stealing from the Kecleon shop in the previous games no longer work in this game, as a mob of Kecleon appear RIGHT next to your team leader the moment Kecleon sounds the alarm, meaning they'll block the staircase if you use a Pure Seed. It's possible that using a Warp Seed, then a Pure Seed might work, though.

For me, grinding can be a good thing. I enjoy grinding in Pokemon games, for example, since battles are varied and you feel strong and rewarded for it. In games like Final Fantasy, where it literally is tapping A and running around for a few hours, I'm anti-grind. But, yes, in Mystery Dungeon, I enjoy grinding. I admit to this being my personal preference.

I am glad, though, that we get a rank system and specialty shops later. Hopefully soon, since I'm currently getting Gurrdurr some vines for his carpentry.

Oh and, please, can someone tell me if I can go to the dungeons with my original team, in the demo version ? The only way I found to play is in the section "Find a Magnagate", wich is always giving me Axew, Oshawott or Tepig...

Oh and, please, can someone tell me if I can go to the dungeons with my original team, in the demo version ? The only way I found to play is in the section "Find a Magnagate", wich is always giving me Axew, Oshawott or Tepig...

Unfortunately, in the demo, you only get the first two dungeons in the story, and the rest are the Magnagates that exclude your starters.

There's five different attack ranges I'm aware of, which are directly in front, all Pokemon adjacent to you, two squares ahead of you (All of the priority moves like Quick Attack and Aqua Jet use this range), up to 10 spaces in front of you, and the entire room.

They all seemed pretty self-explanatory to me. The only ones that vary under certain circumstances are the full room moves, which if used in a corridor, will hit every enemy Pokemon within two spaces of you instead (Unless it specifically notes that it has friendly fire enabled).

On a separate note, I really hope that this game is like the previous PMDs where all Pokemon have a period of high growth for each of their stats upon leveling up, because it's seriously disturbing that Joltik only has 30 HP at level 15, which is less then half that of most other Pokemon. All of its other stats are solid, but it makes using it as the leader in companion mode suicidal.

For the people who transferred their demo version to the actual game, are you able to then delete the demo? It takes up a decent amount of blocks, so if I could delete it after it is transferred, that would be great.

Also, is it true that the English version doesn't let you pick the genders for your hero & partner, or was that only not in the demo?

For the people who transferred their demo version to the actual game, are you able to then delete the demo? It takes up a decent amount of blocks, so if I could delete it after it is transferred, that would be great.

Also, is it true that the English version doesn't let you pick the genders for your hero & partner, or was that only not in the demo?

You indeed can't pick your genders.

This only means that you can't have a Pikachu partner with a different looking tail, as it didn't affect the dialogue in the Japanese version.

The only times I've actually seen the genders of your characters mentioned at all was in the first moments of the game, where your hero partner were both referred to as being male a grand total of one time each, which makes me think it most likely was just an oversight in the demo that may have been fixed in the full game, seeing as I'm about to start chapter 4 and it's yet to have been brought up again.

I've been exploring those detour areas thanks to my Snivy's Reflect allowing me to take hits from those overpowered Braviary and Excadrill. It's rather fun to fight Pokemon who actually pose a huge threat.

On an unrelated note, I'm very pleased with effort they put into animating all of the Pokemon. I especially like that all of the Pokemon have their own little victory pose (Which they do if they win the jackpot on a scratch ticket, or randomly if you hit A while facing an ally in a dungeon).